N00Lyn3 Postmortem

I'm honestly not sure how to feel about this game, now that I've had a day or two to think about it.

On the one hand, it's the first game related thing I've finished from top to bottom in a while. It's pretty much the idea I came up with on Friday, which in itself is sort of weird for me. I usually tend to move farther and farther away from the initial concept as I develop games. This time everything just clicked.

On the other hand, it's a total departure from my current creative output. My stuff has become more abstract as time went on, and I'm pleased with that. I am much less interested in plot and mechanics; instead I care about mood and making people feel something (weird). This game has none of that. It's a purely mechanical exercise.

I feel good about the process, though. I've been noodling on an engine these past couple of weeks, and as a result, I felt much more secure in what I was doing. I didn't hit any big roadblocks and my frustration was kept to a minimum. Not that I didn't have any problems, but at no point did I feel that it was impossible to produce the game I wanted to make, which was a first.

That one problem with the Windows High DPI thing was messed up, though. I made a note to work around that in the future. (Honestly, my insistence to use non-standard aspect ratios is partly at fault here.) Also that whole "let's have a different main function just for Windows" is still bonkers.

I wrote in my shorter post that I might port this to the iPhone, and while the idea is still not 100% dead, it won't happen anytime soon. Again, the process felt good, so I think I will actually try to tackle one of my long gestating ideas now. No, not that one. It's something I haven't talked about yet. Or at the very least build some prototypes for it. See how far I can get it in, oh, let's say, six months. Then re-evaluate.

The journey is the destination and all that.